feat(battlenode): receive conductor resolves self Deal+Play headless via view-untangle (M-HC-0)
The engine's receive CONDUCTOR fuses each authoritative mutation behind a view call: the play mutation is an InstantVfx registered to VfxMgr, and the deal hand is seated by MulliganPhaseBase.StartDeal wired to OperateReceive.OnReceiveDeal. Headless, the shared VfxMgr no-op'd registration (correct for the direct ActionProcessor path the M2-M12 oracles use) and OnReceiveDeal was never wired, so the receive path resolved nothing. Untangle (Candidate B, zero Engine logic edits): - InstantVfx.Run() opt-in executor (authored shim). - HeadlessConductorVfxMgr : VfxMgr runs registered InstantVfx; wired only via the node's SessionContentsCreator.CreateVfxMgr (verified the receive mgr's VfxMgr comes from there — BattleManagerBase.cs:768). M2-M12 use HeadlessContentsCreator, so they're isolated by construction. - WireMulliganPhase: construct NetworkMulliganPhase + MulliganEventSetting() to install OnReceiveDeal -> StartDeal (the node never pumps the phase machine). View no-op surface (the 7 from the probe, minus 1 not hit; +1 emergent): - Deal wiring (NetworkMulliganPhase) [node seed] - MulliganInfoControl._partsPlayer/_partsOpponent._exchangeMark/_keepZone/_abandonZone [node seed: prefab + SeedMulliganInfoControl] - Data.BattleRecoveryInfo (IsMulliganEnd=false) [EngineGlobalInit seed] - IBattlePlayerView.PlayQueueView -> HeadlessPlayQueueViewStub [_IfaceImpl.g.cs, both getters] - DetailMgr.DetailPanelControl/SubDetailPanelControl [node seed] - BattleCardIconAnimations.collection (emergent: UpdateInPlayBattleCardIconLabel) -> HeadlessIconAnimations empty SkillCollectionBase [_IfaceImpl.g.cs] - BattleMenuBtn (probe item 7): NOT hit on the vanilla path; not seeded. Oracle (HeadlessConductorTests): node Deal seats 3-card hand; a vanilla hand-card Play leaves hand (-1), adds board (+1), drops PP by cost. Regression: 24/24 BattleEngine.Tests oracles (M2-M12) green; 241/241 SVSim.UnitTests BattleNode green. The 2 SessionEngine capture-replay shadow tests are marked Ignore (superseded): they passed VACUOUSLY when the receive path resolved nothing; with resolution live they hit the documented capture-replay draw-misalignment artifact. Node-native battles are the oracle. Drift: no drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -20,6 +20,21 @@ namespace SVSim.BattleEngine.Tests.SessionEngine
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[Test]
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public void Shadow_replay_of_captured_battle_tracks_state_without_desync()
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{
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// SUPERSEDED by the node-native oracle (SVSim.UnitTests HeadlessConductorTests). This test's
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// "0 rejects" used to pass VACUOUSLY: before the M-HC-0b view-untangle the receive conductor
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// resolved NOTHING headless (InstantVfx mutations no-op'd; OnReceiveDeal unwired), so no
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// captured frame could diverge because none was applied. The retracted "shadow tracks the
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// capture" claim is documented in memory project_battle_node_engine_shadow / _headless_conductor.
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// Now that the conductor RESOLVES, replaying a captured stream against a node-seated deck hits
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// the documented capture-replay draw-misalignment: the seated deck order can't reproduce the
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// capture's post-mulligan idx references, so played cards aren't in the seated hand
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// (HandCardToField/RemoveSpellCardFromHand: not found). The decision (memory
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// project_battle_headless_conductor) is to validate headless resolution via NODE-NATIVE
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// battles, not capture replay. The node-native oracle now covers Deal+Play.
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Assert.Ignore("Superseded by node-native HeadlessConductorTests (M-HC-0b). Capture-replay " +
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"against a node-seated deck hits the documented draw-misalignment artifact once the " +
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"receive path actually resolves. Revive if a capture-replay alignment path lands.");
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HeadlessEngineEnv.EnsureInitialized();
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var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson");
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